Social-network Game Service Comprehensive Study by Type (Casual, Adventure, Competitive, Others), Application (Applications, Websites), Technology (Flash, HTML5, PHP, JavaScript, Objective-C, Swift, C++) Players and Region - Global Market Outlook to 2026

Social-network Game Service Market by XX Submarkets | Forecast Years 2022-2027  

  • Summary
  • Market Segments
  • Table of Content
  • List of Table & Figures
  • Players Profiled
What is Social-network Game Service?
A social community recreation additionally recognised as a social media game, a social video game, or an on line social sport it is described an on-line recreation that is performed via social media or social networks. The majority of them have multiplayer gaming elements. Browser video games have been the first model of social community games. As cell gaming grew in popularity, so did the games. While they share many traits with standard video games, social community video games often appoint more facets that distinguish them. Traditionally, they have been geared towards social and casual games.

The market study is broken down by Type (Casual, Adventure, Competitive and Others), by Application (Applications and Websites) and major geographies with country level break-up.

The global market is highly competitive and consists of a limited number of providers who compete with each other. The intense competition, changing consumer spending patterns, demographic trends, and frequent changes in consumer preferences pose significant opportunities for market growth. Analysts at AMA Research estimates that Players from United States will contribute to the maximum growth of Global Social-network Game Service market throughout the predicted period. Established and emerging Players should take a closer view at their existing organizations and reinvent traditional business and operating models to adapt to the future.

Pretty Simple (France), Blizzard Entertainment (United States), Wooga (Germany), DeNA (Japan), Supercell (Finland), King (United States), Playtech (United Kingdom), EA (United States), Peak Games (Turkey) and Arkadium (United States) are some of the key players that are part of study coverage. Additionally, the Players which are also part of the research coverage are Social Poin (Spain), GREE (China) and PopCap Studios (United States).

Segmentation Overview
AdvanceMarketAnalytics has segmented the market of Global Social-network Game Service market by Type, Application and Region.

On the basis of geography, the market of Social-network Game Service has been segmented into South America (Brazil, Argentina, Rest of South America), Asia Pacific (China, Japan, India, South Korea, Taiwan, Australia, Rest of Asia-Pacific), Europe (Germany, France, Italy, United Kingdom, Netherlands, Rest of Europe), MEA (Middle East, Africa), North America (United States, Canada, Mexico). If we see Market by Technology, the sub-segment i.e. Flash will boost the Social-network Game Service market. Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth.

In 2021, Playtech has launched its products with casino operator Holland Casino in the Netherlands. Playtech will become Holland Casino’s strategic technology supplier, giving the operator access to its multichannel technology. Playtech will offer its information management solution platform, sportsbook, casino, live casino and poker software across the Netherlands.


Market Trend
  • Growing demand for smartphones and tablet PC

Market Drivers
  • Easy availability

Opportunities
  • Increasing trend of cloud gaming
  • Growing e-commerce sector

Restraints
  • Restrictions on social networking sites

Challenges
  • High Competition among Established Players


Key Target Audience
Developer, Venture Capitalists, Government Bodies, Corporate Entities and Others

About Approach
To evaluate and validate the market size various sources including primary and secondary analysis is utilized. AMA Research follows regulatory standards such as NAICS/SIC/ICB/TRCB, to have the better understanding of the market. The market study is conducted on basis of more than 200 companies dealing in the market regional as well as global areas with purpose to understand company’s positioning regarding market value, volume and their market share for regional as well as global.

Further to bring relevance specific to any niche market we set and apply number of criteria like Geographic Footprints, Regional Segments of Revenue, Operational Centres, etc. The next step is to finalize a team (In-House + Data Agencies) who then starts collecting C & D level executives and profiles, Industry experts, Opinion leaders etc. and work towards appointment generation.

The primary research is performed by taking the interviews of executives of various companies dealing in the market as well as using the survey reports, research institute, and latest research reports. Meanwhile, analyst team keeps preparing set of questionnaires and after getting appointee list; the target audience are then tapped and segregated with various mediums and channels that are feasible for making connection that includes email communication, telephonic, skype, LinkedIn Group & InMail, Community Forums, Community Forums, open Survey, SurveyMonkey etc.

Report Objectives / Segmentation Covered

By Type
  • Casual
  • Adventure
  • Competitive
  • Others
By Application
  • Applications
  • Websites
By Technology
  • Flash
  • HTML5
  • PHP
  • JavaScript
  • Objective-C
  • Swift
  • C++

By Regions
  • South America
    • Brazil
    • Argentina
    • Rest of South America
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Taiwan
    • Australia
    • Rest of Asia-Pacific
  • Europe
    • Germany
    • France
    • Italy
    • United Kingdom
    • Netherlands
    • Rest of Europe
  • MEA
    • Middle East
    • Africa
  • North America
    • United States
    • Canada
    • Mexico
  • 1. Market Overview
    • 1.1. Introduction
    • 1.2. Scope/Objective of the Study
      • 1.2.1. Research Objective
  • 2. Executive Summary
    • 2.1. Introduction
  • 3. Market Dynamics
    • 3.1. Introduction
    • 3.2. Market Drivers
      • 3.2.1. Easy availability
    • 3.3. Market Challenges
      • 3.3.1. High Competition among Established Players
    • 3.4. Market Trends
      • 3.4.1. Growing demand for smartphones and tablet PC
  • 4. Market Factor Analysis
    • 4.1. Porters Five Forces
    • 4.2. Supply/Value Chain
    • 4.3. PESTEL analysis
    • 4.4. Market Entropy
    • 4.5. Patent/Trademark Analysis
  • 5. Global Social-network Game Service, by Type, Application, Technology and Region (value) (2015-2020)
    • 5.1. Introduction
    • 5.2. Global Social-network Game Service (Value)
      • 5.2.1. Global Social-network Game Service by: Type (Value)
        • 5.2.1.1. Casual
        • 5.2.1.2. Adventure
        • 5.2.1.3. Competitive
        • 5.2.1.4. Others
      • 5.2.2. Global Social-network Game Service by: Application (Value)
        • 5.2.2.1. Applications
        • 5.2.2.2. Websites
      • 5.2.3. Global Social-network Game Service by: Technology (Value)
        • 5.2.3.1. Flash
        • 5.2.3.2. HTML5
        • 5.2.3.3. PHP
        • 5.2.3.4. JavaScript
        • 5.2.3.5. Objective-C
        • 5.2.3.6. Swift
        • 5.2.3.7. C++
      • 5.2.4. Global Social-network Game Service Region
        • 5.2.4.1. South America
          • 5.2.4.1.1. Brazil
          • 5.2.4.1.2. Argentina
          • 5.2.4.1.3. Rest of South America
        • 5.2.4.2. Asia Pacific
          • 5.2.4.2.1. China
          • 5.2.4.2.2. Japan
          • 5.2.4.2.3. India
          • 5.2.4.2.4. South Korea
          • 5.2.4.2.5. Taiwan
          • 5.2.4.2.6. Australia
          • 5.2.4.2.7. Rest of Asia-Pacific
        • 5.2.4.3. Europe
          • 5.2.4.3.1. Germany
          • 5.2.4.3.2. France
          • 5.2.4.3.3. Italy
          • 5.2.4.3.4. United Kingdom
          • 5.2.4.3.5. Netherlands
          • 5.2.4.3.6. Rest of Europe
        • 5.2.4.4. MEA
          • 5.2.4.4.1. Middle East
          • 5.2.4.4.2. Africa
        • 5.2.4.5. North America
          • 5.2.4.5.1. United States
          • 5.2.4.5.2. Canada
          • 5.2.4.5.3. Mexico
  • 6. Social-network Game Service: Manufacturers/Players Analysis
    • 6.1. Competitive Landscape
      • 6.1.1. Market Share Analysis
        • 6.1.1.1. Top 3
        • 6.1.1.2. Top 5
    • 6.2. Peer Group Analysis (2020)
    • 6.3. BCG Matrix
    • 6.4. Company Profile
      • 6.4.1. Pretty Simple (France)
        • 6.4.1.1. Business Overview
        • 6.4.1.2. Products/Services Offerings
        • 6.4.1.3. Financial Analysis
        • 6.4.1.4. SWOT Analysis
      • 6.4.2. Blizzard Entertainment (United States)
        • 6.4.2.1. Business Overview
        • 6.4.2.2. Products/Services Offerings
        • 6.4.2.3. Financial Analysis
        • 6.4.2.4. SWOT Analysis
      • 6.4.3. Wooga (Germany)
        • 6.4.3.1. Business Overview
        • 6.4.3.2. Products/Services Offerings
        • 6.4.3.3. Financial Analysis
        • 6.4.3.4. SWOT Analysis
      • 6.4.4. DeNA (Japan)
        • 6.4.4.1. Business Overview
        • 6.4.4.2. Products/Services Offerings
        • 6.4.4.3. Financial Analysis
        • 6.4.4.4. SWOT Analysis
      • 6.4.5. Supercell (Finland)
        • 6.4.5.1. Business Overview
        • 6.4.5.2. Products/Services Offerings
        • 6.4.5.3. Financial Analysis
        • 6.4.5.4. SWOT Analysis
      • 6.4.6. King (United States)
        • 6.4.6.1. Business Overview
        • 6.4.6.2. Products/Services Offerings
        • 6.4.6.3. Financial Analysis
        • 6.4.6.4. SWOT Analysis
      • 6.4.7. Playtech (United Kingdom)
        • 6.4.7.1. Business Overview
        • 6.4.7.2. Products/Services Offerings
        • 6.4.7.3. Financial Analysis
        • 6.4.7.4. SWOT Analysis
      • 6.4.8. EA (United States)
        • 6.4.8.1. Business Overview
        • 6.4.8.2. Products/Services Offerings
        • 6.4.8.3. Financial Analysis
        • 6.4.8.4. SWOT Analysis
      • 6.4.9. Peak Games (Turkey)
        • 6.4.9.1. Business Overview
        • 6.4.9.2. Products/Services Offerings
        • 6.4.9.3. Financial Analysis
        • 6.4.9.4. SWOT Analysis
      • 6.4.10. Arkadium (United States)
        • 6.4.10.1. Business Overview
        • 6.4.10.2. Products/Services Offerings
        • 6.4.10.3. Financial Analysis
        • 6.4.10.4. SWOT Analysis
  • 7. Global Social-network Game Service Sale, by Type, Application, Technology and Region (value) (2021-2026)
    • 7.1. Introduction
    • 7.2. Global Social-network Game Service (Value)
      • 7.2.1. Global Social-network Game Service by: Type (Value)
        • 7.2.1.1. Casual
        • 7.2.1.2. Adventure
        • 7.2.1.3. Competitive
        • 7.2.1.4. Others
      • 7.2.2. Global Social-network Game Service by: Application (Value)
        • 7.2.2.1. Applications
        • 7.2.2.2. Websites
      • 7.2.3. Global Social-network Game Service by: Technology (Value)
        • 7.2.3.1. Flash
        • 7.2.3.2. HTML5
        • 7.2.3.3. PHP
        • 7.2.3.4. JavaScript
        • 7.2.3.5. Objective-C
        • 7.2.3.6. Swift
        • 7.2.3.7. C++
      • 7.2.4. Global Social-network Game Service Region
        • 7.2.4.1. South America
          • 7.2.4.1.1. Brazil
          • 7.2.4.1.2. Argentina
          • 7.2.4.1.3. Rest of South America
        • 7.2.4.2. Asia Pacific
          • 7.2.4.2.1. China
          • 7.2.4.2.2. Japan
          • 7.2.4.2.3. India
          • 7.2.4.2.4. South Korea
          • 7.2.4.2.5. Taiwan
          • 7.2.4.2.6. Australia
          • 7.2.4.2.7. Rest of Asia-Pacific
        • 7.2.4.3. Europe
          • 7.2.4.3.1. Germany
          • 7.2.4.3.2. France
          • 7.2.4.3.3. Italy
          • 7.2.4.3.4. United Kingdom
          • 7.2.4.3.5. Netherlands
          • 7.2.4.3.6. Rest of Europe
        • 7.2.4.4. MEA
          • 7.2.4.4.1. Middle East
          • 7.2.4.4.2. Africa
        • 7.2.4.5. North America
          • 7.2.4.5.1. United States
          • 7.2.4.5.2. Canada
          • 7.2.4.5.3. Mexico
  • 8. Appendix
    • 8.1. Acronyms
  • 9. Methodology and Data Source
    • 9.1. Methodology/Research Approach
      • 9.1.1. Research Programs/Design
      • 9.1.2. Market Size Estimation
      • 9.1.3. Market Breakdown and Data Triangulation
    • 9.2. Data Source
      • 9.2.1. Secondary Sources
      • 9.2.2. Primary Sources
    • 9.3. Disclaimer
List of Tables
  • Table 1. Social-network Game Service: by Type(USD Million)
  • Table 2. Social-network Game Service Casual , by Region USD Million (2015-2020)
  • Table 3. Social-network Game Service Adventure , by Region USD Million (2015-2020)
  • Table 4. Social-network Game Service Competitive , by Region USD Million (2015-2020)
  • Table 5. Social-network Game Service Others , by Region USD Million (2015-2020)
  • Table 6. Social-network Game Service: by Application(USD Million)
  • Table 7. Social-network Game Service Applications , by Region USD Million (2015-2020)
  • Table 8. Social-network Game Service Websites , by Region USD Million (2015-2020)
  • Table 9. Social-network Game Service: by Technology(USD Million)
  • Table 10. Social-network Game Service Flash , by Region USD Million (2015-2020)
  • Table 11. Social-network Game Service HTML5 , by Region USD Million (2015-2020)
  • Table 12. Social-network Game Service PHP , by Region USD Million (2015-2020)
  • Table 13. Social-network Game Service JavaScript , by Region USD Million (2015-2020)
  • Table 14. Social-network Game Service Objective-C , by Region USD Million (2015-2020)
  • Table 15. Social-network Game Service Swift , by Region USD Million (2015-2020)
  • Table 16. Social-network Game Service C++ , by Region USD Million (2015-2020)
  • Table 17. South America Social-network Game Service, by Country USD Million (2015-2020)
  • Table 18. South America Social-network Game Service, by Type USD Million (2015-2020)
  • Table 19. South America Social-network Game Service, by Application USD Million (2015-2020)
  • Table 20. South America Social-network Game Service, by Technology USD Million (2015-2020)
  • Table 21. Brazil Social-network Game Service, by Type USD Million (2015-2020)
  • Table 22. Brazil Social-network Game Service, by Application USD Million (2015-2020)
  • Table 23. Brazil Social-network Game Service, by Technology USD Million (2015-2020)
  • Table 24. Argentina Social-network Game Service, by Type USD Million (2015-2020)
  • Table 25. Argentina Social-network Game Service, by Application USD Million (2015-2020)
  • Table 26. Argentina Social-network Game Service, by Technology USD Million (2015-2020)
  • Table 27. Rest of South America Social-network Game Service, by Type USD Million (2015-2020)
  • Table 28. Rest of South America Social-network Game Service, by Application USD Million (2015-2020)
  • Table 29. Rest of South America Social-network Game Service, by Technology USD Million (2015-2020)
  • Table 30. Asia Pacific Social-network Game Service, by Country USD Million (2015-2020)
  • Table 31. Asia Pacific Social-network Game Service, by Type USD Million (2015-2020)
  • Table 32. Asia Pacific Social-network Game Service, by Application USD Million (2015-2020)
  • Table 33. Asia Pacific Social-network Game Service, by Technology USD Million (2015-2020)
  • Table 34. China Social-network Game Service, by Type USD Million (2015-2020)
  • Table 35. China Social-network Game Service, by Application USD Million (2015-2020)
  • Table 36. China Social-network Game Service, by Technology USD Million (2015-2020)
  • Table 37. Japan Social-network Game Service, by Type USD Million (2015-2020)
  • Table 38. Japan Social-network Game Service, by Application USD Million (2015-2020)
  • Table 39. Japan Social-network Game Service, by Technology USD Million (2015-2020)
  • Table 40. India Social-network Game Service, by Type USD Million (2015-2020)
  • Table 41. India Social-network Game Service, by Application USD Million (2015-2020)
  • Table 42. India Social-network Game Service, by Technology USD Million (2015-2020)
  • Table 43. South Korea Social-network Game Service, by Type USD Million (2015-2020)
  • Table 44. South Korea Social-network Game Service, by Application USD Million (2015-2020)
  • Table 45. South Korea Social-network Game Service, by Technology USD Million (2015-2020)
  • Table 46. Taiwan Social-network Game Service, by Type USD Million (2015-2020)
  • Table 47. Taiwan Social-network Game Service, by Application USD Million (2015-2020)
  • Table 48. Taiwan Social-network Game Service, by Technology USD Million (2015-2020)
  • Table 49. Australia Social-network Game Service, by Type USD Million (2015-2020)
  • Table 50. Australia Social-network Game Service, by Application USD Million (2015-2020)
  • Table 51. Australia Social-network Game Service, by Technology USD Million (2015-2020)
  • Table 52. Rest of Asia-Pacific Social-network Game Service, by Type USD Million (2015-2020)
  • Table 53. Rest of Asia-Pacific Social-network Game Service, by Application USD Million (2015-2020)
  • Table 54. Rest of Asia-Pacific Social-network Game Service, by Technology USD Million (2015-2020)
  • Table 55. Europe Social-network Game Service, by Country USD Million (2015-2020)
  • Table 56. Europe Social-network Game Service, by Type USD Million (2015-2020)
  • Table 57. Europe Social-network Game Service, by Application USD Million (2015-2020)
  • Table 58. Europe Social-network Game Service, by Technology USD Million (2015-2020)
  • Table 59. Germany Social-network Game Service, by Type USD Million (2015-2020)
  • Table 60. Germany Social-network Game Service, by Application USD Million (2015-2020)
  • Table 61. Germany Social-network Game Service, by Technology USD Million (2015-2020)
  • Table 62. France Social-network Game Service, by Type USD Million (2015-2020)
  • Table 63. France Social-network Game Service, by Application USD Million (2015-2020)
  • Table 64. France Social-network Game Service, by Technology USD Million (2015-2020)
  • Table 65. Italy Social-network Game Service, by Type USD Million (2015-2020)
  • Table 66. Italy Social-network Game Service, by Application USD Million (2015-2020)
  • Table 67. Italy Social-network Game Service, by Technology USD Million (2015-2020)
  • Table 68. United Kingdom Social-network Game Service, by Type USD Million (2015-2020)
  • Table 69. United Kingdom Social-network Game Service, by Application USD Million (2015-2020)
  • Table 70. United Kingdom Social-network Game Service, by Technology USD Million (2015-2020)
  • Table 71. Netherlands Social-network Game Service, by Type USD Million (2015-2020)
  • Table 72. Netherlands Social-network Game Service, by Application USD Million (2015-2020)
  • Table 73. Netherlands Social-network Game Service, by Technology USD Million (2015-2020)
  • Table 74. Rest of Europe Social-network Game Service, by Type USD Million (2015-2020)
  • Table 75. Rest of Europe Social-network Game Service, by Application USD Million (2015-2020)
  • Table 76. Rest of Europe Social-network Game Service, by Technology USD Million (2015-2020)
  • Table 77. MEA Social-network Game Service, by Country USD Million (2015-2020)
  • Table 78. MEA Social-network Game Service, by Type USD Million (2015-2020)
  • Table 79. MEA Social-network Game Service, by Application USD Million (2015-2020)
  • Table 80. MEA Social-network Game Service, by Technology USD Million (2015-2020)
  • Table 81. Middle East Social-network Game Service, by Type USD Million (2015-2020)
  • Table 82. Middle East Social-network Game Service, by Application USD Million (2015-2020)
  • Table 83. Middle East Social-network Game Service, by Technology USD Million (2015-2020)
  • Table 84. Africa Social-network Game Service, by Type USD Million (2015-2020)
  • Table 85. Africa Social-network Game Service, by Application USD Million (2015-2020)
  • Table 86. Africa Social-network Game Service, by Technology USD Million (2015-2020)
  • Table 87. North America Social-network Game Service, by Country USD Million (2015-2020)
  • Table 88. North America Social-network Game Service, by Type USD Million (2015-2020)
  • Table 89. North America Social-network Game Service, by Application USD Million (2015-2020)
  • Table 90. North America Social-network Game Service, by Technology USD Million (2015-2020)
  • Table 91. United States Social-network Game Service, by Type USD Million (2015-2020)
  • Table 92. United States Social-network Game Service, by Application USD Million (2015-2020)
  • Table 93. United States Social-network Game Service, by Technology USD Million (2015-2020)
  • Table 94. Canada Social-network Game Service, by Type USD Million (2015-2020)
  • Table 95. Canada Social-network Game Service, by Application USD Million (2015-2020)
  • Table 96. Canada Social-network Game Service, by Technology USD Million (2015-2020)
  • Table 97. Mexico Social-network Game Service, by Type USD Million (2015-2020)
  • Table 98. Mexico Social-network Game Service, by Application USD Million (2015-2020)
  • Table 99. Mexico Social-network Game Service, by Technology USD Million (2015-2020)
  • Table 100. Company Basic Information, Sales Area and Its Competitors
  • Table 101. Company Basic Information, Sales Area and Its Competitors
  • Table 102. Company Basic Information, Sales Area and Its Competitors
  • Table 103. Company Basic Information, Sales Area and Its Competitors
  • Table 104. Company Basic Information, Sales Area and Its Competitors
  • Table 105. Company Basic Information, Sales Area and Its Competitors
  • Table 106. Company Basic Information, Sales Area and Its Competitors
  • Table 107. Company Basic Information, Sales Area and Its Competitors
  • Table 108. Company Basic Information, Sales Area and Its Competitors
  • Table 109. Company Basic Information, Sales Area and Its Competitors
  • Table 110. Social-network Game Service: by Type(USD Million)
  • Table 111. Social-network Game Service Casual , by Region USD Million (2021-2026)
  • Table 112. Social-network Game Service Adventure , by Region USD Million (2021-2026)
  • Table 113. Social-network Game Service Competitive , by Region USD Million (2021-2026)
  • Table 114. Social-network Game Service Others , by Region USD Million (2021-2026)
  • Table 115. Social-network Game Service: by Application(USD Million)
  • Table 116. Social-network Game Service Applications , by Region USD Million (2021-2026)
  • Table 117. Social-network Game Service Websites , by Region USD Million (2021-2026)
  • Table 118. Social-network Game Service: by Technology(USD Million)
  • Table 119. Social-network Game Service Flash , by Region USD Million (2021-2026)
  • Table 120. Social-network Game Service HTML5 , by Region USD Million (2021-2026)
  • Table 121. Social-network Game Service PHP , by Region USD Million (2021-2026)
  • Table 122. Social-network Game Service JavaScript , by Region USD Million (2021-2026)
  • Table 123. Social-network Game Service Objective-C , by Region USD Million (2021-2026)
  • Table 124. Social-network Game Service Swift , by Region USD Million (2021-2026)
  • Table 125. Social-network Game Service C++ , by Region USD Million (2021-2026)
  • Table 126. South America Social-network Game Service, by Country USD Million (2021-2026)
  • Table 127. South America Social-network Game Service, by Type USD Million (2021-2026)
  • Table 128. South America Social-network Game Service, by Application USD Million (2021-2026)
  • Table 129. South America Social-network Game Service, by Technology USD Million (2021-2026)
  • Table 130. Brazil Social-network Game Service, by Type USD Million (2021-2026)
  • Table 131. Brazil Social-network Game Service, by Application USD Million (2021-2026)
  • Table 132. Brazil Social-network Game Service, by Technology USD Million (2021-2026)
  • Table 133. Argentina Social-network Game Service, by Type USD Million (2021-2026)
  • Table 134. Argentina Social-network Game Service, by Application USD Million (2021-2026)
  • Table 135. Argentina Social-network Game Service, by Technology USD Million (2021-2026)
  • Table 136. Rest of South America Social-network Game Service, by Type USD Million (2021-2026)
  • Table 137. Rest of South America Social-network Game Service, by Application USD Million (2021-2026)
  • Table 138. Rest of South America Social-network Game Service, by Technology USD Million (2021-2026)
  • Table 139. Asia Pacific Social-network Game Service, by Country USD Million (2021-2026)
  • Table 140. Asia Pacific Social-network Game Service, by Type USD Million (2021-2026)
  • Table 141. Asia Pacific Social-network Game Service, by Application USD Million (2021-2026)
  • Table 142. Asia Pacific Social-network Game Service, by Technology USD Million (2021-2026)
  • Table 143. China Social-network Game Service, by Type USD Million (2021-2026)
  • Table 144. China Social-network Game Service, by Application USD Million (2021-2026)
  • Table 145. China Social-network Game Service, by Technology USD Million (2021-2026)
  • Table 146. Japan Social-network Game Service, by Type USD Million (2021-2026)
  • Table 147. Japan Social-network Game Service, by Application USD Million (2021-2026)
  • Table 148. Japan Social-network Game Service, by Technology USD Million (2021-2026)
  • Table 149. India Social-network Game Service, by Type USD Million (2021-2026)
  • Table 150. India Social-network Game Service, by Application USD Million (2021-2026)
  • Table 151. India Social-network Game Service, by Technology USD Million (2021-2026)
  • Table 152. South Korea Social-network Game Service, by Type USD Million (2021-2026)
  • Table 153. South Korea Social-network Game Service, by Application USD Million (2021-2026)
  • Table 154. South Korea Social-network Game Service, by Technology USD Million (2021-2026)
  • Table 155. Taiwan Social-network Game Service, by Type USD Million (2021-2026)
  • Table 156. Taiwan Social-network Game Service, by Application USD Million (2021-2026)
  • Table 157. Taiwan Social-network Game Service, by Technology USD Million (2021-2026)
  • Table 158. Australia Social-network Game Service, by Type USD Million (2021-2026)
  • Table 159. Australia Social-network Game Service, by Application USD Million (2021-2026)
  • Table 160. Australia Social-network Game Service, by Technology USD Million (2021-2026)
  • Table 161. Rest of Asia-Pacific Social-network Game Service, by Type USD Million (2021-2026)
  • Table 162. Rest of Asia-Pacific Social-network Game Service, by Application USD Million (2021-2026)
  • Table 163. Rest of Asia-Pacific Social-network Game Service, by Technology USD Million (2021-2026)
  • Table 164. Europe Social-network Game Service, by Country USD Million (2021-2026)
  • Table 165. Europe Social-network Game Service, by Type USD Million (2021-2026)
  • Table 166. Europe Social-network Game Service, by Application USD Million (2021-2026)
  • Table 167. Europe Social-network Game Service, by Technology USD Million (2021-2026)
  • Table 168. Germany Social-network Game Service, by Type USD Million (2021-2026)
  • Table 169. Germany Social-network Game Service, by Application USD Million (2021-2026)
  • Table 170. Germany Social-network Game Service, by Technology USD Million (2021-2026)
  • Table 171. France Social-network Game Service, by Type USD Million (2021-2026)
  • Table 172. France Social-network Game Service, by Application USD Million (2021-2026)
  • Table 173. France Social-network Game Service, by Technology USD Million (2021-2026)
  • Table 174. Italy Social-network Game Service, by Type USD Million (2021-2026)
  • Table 175. Italy Social-network Game Service, by Application USD Million (2021-2026)
  • Table 176. Italy Social-network Game Service, by Technology USD Million (2021-2026)
  • Table 177. United Kingdom Social-network Game Service, by Type USD Million (2021-2026)
  • Table 178. United Kingdom Social-network Game Service, by Application USD Million (2021-2026)
  • Table 179. United Kingdom Social-network Game Service, by Technology USD Million (2021-2026)
  • Table 180. Netherlands Social-network Game Service, by Type USD Million (2021-2026)
  • Table 181. Netherlands Social-network Game Service, by Application USD Million (2021-2026)
  • Table 182. Netherlands Social-network Game Service, by Technology USD Million (2021-2026)
  • Table 183. Rest of Europe Social-network Game Service, by Type USD Million (2021-2026)
  • Table 184. Rest of Europe Social-network Game Service, by Application USD Million (2021-2026)
  • Table 185. Rest of Europe Social-network Game Service, by Technology USD Million (2021-2026)
  • Table 186. MEA Social-network Game Service, by Country USD Million (2021-2026)
  • Table 187. MEA Social-network Game Service, by Type USD Million (2021-2026)
  • Table 188. MEA Social-network Game Service, by Application USD Million (2021-2026)
  • Table 189. MEA Social-network Game Service, by Technology USD Million (2021-2026)
  • Table 190. Middle East Social-network Game Service, by Type USD Million (2021-2026)
  • Table 191. Middle East Social-network Game Service, by Application USD Million (2021-2026)
  • Table 192. Middle East Social-network Game Service, by Technology USD Million (2021-2026)
  • Table 193. Africa Social-network Game Service, by Type USD Million (2021-2026)
  • Table 194. Africa Social-network Game Service, by Application USD Million (2021-2026)
  • Table 195. Africa Social-network Game Service, by Technology USD Million (2021-2026)
  • Table 196. North America Social-network Game Service, by Country USD Million (2021-2026)
  • Table 197. North America Social-network Game Service, by Type USD Million (2021-2026)
  • Table 198. North America Social-network Game Service, by Application USD Million (2021-2026)
  • Table 199. North America Social-network Game Service, by Technology USD Million (2021-2026)
  • Table 200. United States Social-network Game Service, by Type USD Million (2021-2026)
  • Table 201. United States Social-network Game Service, by Application USD Million (2021-2026)
  • Table 202. United States Social-network Game Service, by Technology USD Million (2021-2026)
  • Table 203. Canada Social-network Game Service, by Type USD Million (2021-2026)
  • Table 204. Canada Social-network Game Service, by Application USD Million (2021-2026)
  • Table 205. Canada Social-network Game Service, by Technology USD Million (2021-2026)
  • Table 206. Mexico Social-network Game Service, by Type USD Million (2021-2026)
  • Table 207. Mexico Social-network Game Service, by Application USD Million (2021-2026)
  • Table 208. Mexico Social-network Game Service, by Technology USD Million (2021-2026)
  • Table 209. Research Programs/Design for This Report
  • Table 210. Key Data Information from Secondary Sources
  • Table 211. Key Data Information from Primary Sources
List of Figures
  • Figure 1. Porters Five Forces
  • Figure 2. Supply/Value Chain
  • Figure 3. PESTEL analysis
  • Figure 4. Global Social-network Game Service: by Type USD Million (2015-2020)
  • Figure 5. Global Social-network Game Service: by Application USD Million (2015-2020)
  • Figure 6. Global Social-network Game Service: by Technology USD Million (2015-2020)
  • Figure 7. South America Social-network Game Service Share (%), by Country
  • Figure 8. Asia Pacific Social-network Game Service Share (%), by Country
  • Figure 9. Europe Social-network Game Service Share (%), by Country
  • Figure 10. MEA Social-network Game Service Share (%), by Country
  • Figure 11. North America Social-network Game Service Share (%), by Country
  • Figure 12. Global Social-network Game Service share by Players 2020 (%)
  • Figure 13. Global Social-network Game Service share by Players (Top 3) 2020(%)
  • Figure 14. Global Social-network Game Service share by Players (Top 5) 2020(%)
  • Figure 15. BCG Matrix for key Companies
  • Figure 16. Pretty Simple (France) Revenue, Net Income and Gross profit
  • Figure 17. Pretty Simple (France) Revenue: by Geography 2020
  • Figure 18. Blizzard Entertainment (United States) Revenue, Net Income and Gross profit
  • Figure 19. Blizzard Entertainment (United States) Revenue: by Geography 2020
  • Figure 20. Wooga (Germany) Revenue, Net Income and Gross profit
  • Figure 21. Wooga (Germany) Revenue: by Geography 2020
  • Figure 22. DeNA (Japan) Revenue, Net Income and Gross profit
  • Figure 23. DeNA (Japan) Revenue: by Geography 2020
  • Figure 24. Supercell (Finland) Revenue, Net Income and Gross profit
  • Figure 25. Supercell (Finland) Revenue: by Geography 2020
  • Figure 26. King (United States) Revenue, Net Income and Gross profit
  • Figure 27. King (United States) Revenue: by Geography 2020
  • Figure 28. Playtech (United Kingdom) Revenue, Net Income and Gross profit
  • Figure 29. Playtech (United Kingdom) Revenue: by Geography 2020
  • Figure 30. EA (United States) Revenue, Net Income and Gross profit
  • Figure 31. EA (United States) Revenue: by Geography 2020
  • Figure 32. Peak Games (Turkey) Revenue, Net Income and Gross profit
  • Figure 33. Peak Games (Turkey) Revenue: by Geography 2020
  • Figure 34. Arkadium (United States) Revenue, Net Income and Gross profit
  • Figure 35. Arkadium (United States) Revenue: by Geography 2020
  • Figure 36. Global Social-network Game Service: by Type USD Million (2021-2026)
  • Figure 37. Global Social-network Game Service: by Application USD Million (2021-2026)
  • Figure 38. Global Social-network Game Service: by Technology USD Million (2021-2026)
  • Figure 39. South America Social-network Game Service Share (%), by Country
  • Figure 40. Asia Pacific Social-network Game Service Share (%), by Country
  • Figure 41. Europe Social-network Game Service Share (%), by Country
  • Figure 42. MEA Social-network Game Service Share (%), by Country
  • Figure 43. North America Social-network Game Service Share (%), by Country
List of companies from research coverage that are profiled in the study
  • Pretty Simple (France)
  • Blizzard Entertainment (United States)
  • Wooga (Germany)
  • DeNA (Japan)
  • Supercell (Finland)
  • King (United States)
  • Playtech (United Kingdom)
  • EA (United States)
  • Peak Games (Turkey)
  • Arkadium (United States)
Additional players considered in the study are as follows:
Social Poin (Spain) , GREE (China) , PopCap Studios (United States)
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Key Highlights of Report


Jan 2022 211 Pages 64 Tables Base Year: 2021 Coverage: 15+ Companies; 18 Countries

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Frequently Asked Questions (FAQ):

The standard version of the report profiles players such as Pretty Simple (France), Blizzard Entertainment (United States), Wooga (Germany), DeNA (Japan), Supercell (Finland), King (United States), Playtech (United Kingdom), EA (United States), Peak Games (Turkey) and Arkadium (United States) etc.
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Analysts at AMA estimates Social-network Game Service Market to reach USD Million by 2026.

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